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LibGDX Game Development By Example

You're reading from   LibGDX Game Development By Example Learn how to create your very own game using the libGDX cross-platform framework

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Product type Paperback
Published in Aug 2015
Publisher
ISBN-13 9781785281440
Length 280 pages
Edition 1st Edition
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Author (1):
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James Cook James Cook
Author Profile Icon James Cook
James Cook
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Table of Contents (13) Chapters Close

Preface 1. Getting to Know LibGDX FREE CHAPTER 2. Let's Get These Snakes Out of This Book! 3. Making That Snake Slick 4. What the Flap Is the Hype About? 5. Making Your Bird More Flightworthy 6. Onto the Next Platform...Game 7. Extending the Platform 8. Why Are All the Birds Angry? 9. Even Angrier Birds! 10. Exporting Our Games to the Platforms 11. Third-party Services Index

Game reuse


Right before we dive into looking at tile maps and creating a wonderful world in which Pete will live, we need to set up our project.

Once you have created the project using the LibGDX setup tool—you should be good at that by now—we will need to create a GameScreen class as before, extending the ScreenAdapter class.

Remember, we will need the following objects in our GameScreen class:

  • ShapeRenderer

  • Viewport

  • Camera

  • SpriteBatch

As this is a platformer, we are going to want a view that is more landscape than we have had before. So, we will have a world size of 640 x 480:

private static final float WORLD_WIDTH = 640;
private static final float WORLD_HEIGHT = 480;

Then, we will keep the core functionality for updating and rendering. So, hopefully, your GameScreen class looks like the following:

public class GameScreen extends ScreenAdapter {
  private static final float WORLD_WIDTH = 640;
  private static final float WORLD_HEIGHT = 480;
  private ShapeRenderer shapeRenderer;
  private...
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